Showing Posts For Gnat.9405:

Raiding And Other Quandaries

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Posted by: Gnat.9405

Gnat.9405

You pretty much described Orr temples, which exist.

Skills, Raids, and Second Spec

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Posted by: Gnat.9405

Gnat.9405

Clearly you have no idea what the word balance means. If you want to do direct damage, make a direct damage class. There is plenty of variety in the game.

Skills, Raids, and Second Spec

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Posted by: Gnat.9405

Gnat.9405

Your raids are the meta events that happen all around the world, all the time. Temples, dragons, world bosses, meta chains, etc. Seriously, it sounds like you want to play WoW lol

Race Change

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Posted by: Gnat.9405

Gnat.9405

I would spend 1600 gems on this with no hesitation. People saying just make another character also don’t realize it’s not just about having an 80 of that race/profession. It’s about the armor/weapons/money/time/mapping that the character has as well. Not the same thing at all.

Miniatures You'd Like To See

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Gnat.9405

Dolyak. Yes.
Dredge that tunnels around you
Inquest guys

Legendary weapon doesn't feel legendary

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Posted by: Gnat.9405

Gnat.9405

I wish they would add more items from Guild Wars history as legendary items.

Skills, Raids, and Second Spec

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Posted by: Gnat.9405

Gnat.9405

Sounds like you want to play WoW.

I wouldn’t count on them adding new skills to existing weapons, but what I can see is future utilization of weapons by professions that can’t currently use them. As well as the implementation of new weapons.

Scavenger Hunt - Suggestion - Antique Prefix

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Gnat.9405

I agree, the legendary creation is a lazy process in terms of development. It seems like they took every aspect the game and violently shoved it in the player’s face until they were done grinding. They even said themselves that players reached their legendaries too quickly, yet I don’t understand how this wasn’t anticipated.

The quest to build a legendary is the most tedious endeavor in GW2, and rightfully so. It is essentially the end-game mission, yet it offers no benefit above the others. And this is fine, I have always been in favor of ANet’s view toward item progression, although the struggle to get a legendary is currently overwhelming for most players. I’m not simply complaining because I don’t have one, it’s quite the opposite. I don’t want one because of the required resources and the use I can put to those resources elsewhere. But I digress – the creation of a legendary weapon should be an epic undergoing, not a tedious chore. Having said that, I new acquisition system for a legendary should be implemented. Something along the lines of a legendary personal story quest, along with some aspects of the current system. SOME. The map completion was a good requirement, as was the use of a precursor, though it derailed quickly.

Here’s a few things I’d like to see incorporated in legendary ‘quest’

*Epic personal story quest that leads to the acquisition of a SOULBOUND precursor weapon that the profession completing the quest can wield.

*Rare items that must be collected by each world boss in Tyria.

*Items collected from each dungeon in Tyria.

*Items collected from Jumping puzzles/hidden zones throughout the map.

*Items received from completing temple events in Orr.
These are some of the things I’d love to actually work toward to achieve a legendary. I’m sure other players/ANet can invent some awesome new ideas for getting legendaries.

Item appearance (history/item lore/visuals) – Personally, the most lost potential in GW2 is the lack of connection to the original game by anything other than an altered map and some enemies. One area that offers the most potential for GW1 integration is the legendary items being pieces of GW1 history. The Flameseeker Prophecies is the coolest legendary for many reasons, my favorite being the fact that it’s the freakin’ Flameseeker Prophecies!! I mean dang!
Other legendaries that would be great to see in game:

*Notable items from various missions in GW1 (Mouthpiece to the horn of Rin for a warhorn, piece of the vizier’s staff, Ghostly Hero’s sword, etc)

*Pieces of the landscape from GW1 that can be forged into weapons (Shard of the Searing Crystal, for example.)

*Other miscellaneous pieces of GW history made into weapons (Dhuum’s Soul Reaper, Eternal Blade, Obsidian Blade, branch of Urgoz, something from the Domain of Anguish, various Old God artifacts).

And of course, the Ogre-Slaying Knife

These are a few examples of the many possibilities available to the Anet team to implement new legendaries and allow players to hardcore nostalgia about their favorite GW moments.

Scavenger Hunt - Suggestion - Antique Prefix

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Gnat.9405

That’s not what I’m saying, obviously you should have your legendary buffed with everyone else’s. I just don’t see why you think a prefix is necessary.

The basic fact remains that you got what you paid for. You knew what you were getting when you built it, I don’t think you should be distinguished for doing something the way it was intended to be done. This statement is in regards solely to the name change, not any changes statistically. Of course you should have your weapon buffed with the others.

My main point about the armor example was actually in agreement to your topic of achievements/titles involving a scavenger hunt. I think any achievements based on the hunt should be separate from what already exists. I think any new method of obtaining a legendary should get no distinction from the current way of getting a legendary, achievements or otherwise, for the simple fact that the weapon is your reward. No retrospect achievement is deserved if you didn’t do the work. Maybe a different achievement for having the legendary pre-hunt, but a prefix for the name? Certainly not.

I do believe that precursors should be made account bound though, as well. I also think that there needs to be a threshold to how difficult they are planning to make the scavenger hunt. If it’s too easy there will be community wide outrage, and demands of retro-pay to players with a legendary already, even though it’s not deserved (for the above reason, you were rewarded for what the work required at the time). If it’s much more difficult or much more simple, I think an entire new generation of skins will be necessary to quell the community’s disapproval of having their weapon “given away” to players doing the hypothetically simple scavenger hunt.

Reskin Orr Temple Reward Armor

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Gnat.9405

The temple armor skins had so much potential to be amongst the best armor sets. Instead, they are lazy copies of one another, and cosmetically mediocre. I think these should be redesigned to at least remotely resemble an avatar of the God whose temple it is.

Additional Races

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Gnat.9405

I think we can count on Tengu being the first new implemented race

New Dungeon Reward Design

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Gnat.9405

They need to make the dungeons more objective based. Have events all throughout, similar to the Magg event in CoF, where you need to actually invest in the content before moving forward. I maze full of enemies is hardly a fun dungeon design.

Additional Races

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Posted by: Gnat.9405

Gnat.9405

Let the game be out for a little while. I’m sure they have this in their agenda.

Kodan Guardian btw will be epic.

Class-specific Armors

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Posted by: Gnat.9405

Gnat.9405

We have racial armor, how about armor skins specific to profession? Some noble plates for Guardians, chaotic robes for Mesmers, and so on?

Dye Return Kit ('Cause We Love Dyes)

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Gnat.9405

I think the absolute best and most agreeable solution to dyes is to make the dye pallet account wide.

Dye Return Kit ('Cause We Love Dyes)

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Gnat.9405

Dyes should be account bound. Having them character bound is a pain in the dye factory. I was lucky enough to find Abyss in the early going and since my main at the time was my Guardian, he got the Abyss dye. When my thief hit level 80 I tried a myriad of colours but face it, a thief would look better in Abyss, right? Well I finally found a second Abyss and spent days deciding whether to give it to my thief or sell it for the needed coin.

I finally gave it to my thief and was heartbroken that due to the texture difference between the heavy armor on my Guardian and the medium armor on my thief that the Abyss just not look like Abyss on the thief, it displays as a grayer hue. I could have had +20 gold!

Shoulda previewed!

Also try Midnight Ice

Scavenger Hunt - Suggestion - Antique Prefix

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Gnat.9405

Ovredon,

You make the mistake of comparing the hypothetical new legendaries to the current ones. The new weapons would not be an extension of the old ones, they would be a new generation of items with new achievements, or whatever is included. Someone already said it, but you have to realize that your reward for getting a legendary is just that – the legendary you built. That’s what was promised; that’s what you achieved. Why should you be entitled to anything more? Look at it from another perspective. If doing a scavenger hunt nets you a particular reward, why should you be similarly rewarded for not doing the scavenger hunt.

Let’s use a different example:

You do a dungeon and save for that dungeon’s reward armor, and buy the armor. A few months later, that same dungeon offers a new set of armor and achievement for completing the dungeon a specific way. Would you be entitled to that achievement because you already bought the first set of armor?

Selling Ascended to Laurel Vendor for Laurels

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Gnat.9405

This is a thing that needs to be done. I have so many ascended rings from fractals that I will never use.

IDEA: Infinite harvesting Axe = CHAINSAW!

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Gnat.9405

A chainsaw cannot be infinite…it would need gasoline to run and although there are oil slicks I have yet to see any gasoline pumps!

Clearly it would be a magic Asuran chainsaw

The ingenius of bonus XP

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Gnat.9405

Interesting concept, only problem I see with it is that it has the potential to work against the meta event mechanic. People may avoid pooling in zones for events because they’d rather kill singular mobs around the world.

Scavenger Hunt - Suggestion - Antique Prefix

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Gnat.9405

The problem with those theories are semantics. You have to realize Guild Wars rarely introduces next “tier” items; rather, they introduce next generation items. New tier is going from exotic to ascended, and they already made it clear that current legendary items will be upgraded to ascended status when ascended weapons are introduced. I would not expect Arena.net with their progression philosophy to introduce new legends into the game that are in any way more powerful than the previous generation of legendaries. As for “tier 7 materials” I would also assume that they would rather release new materials with the same rarity and usefulness of the present highest tier of materials, or at the very most, a new place to acquire them. Arena.net has always been in favor of releasing sidegrades, not upgrades.

I think what we should prepare for in regards to the new generation of legendary items is a completely new way to acquire them, not a new set of materials to grind after.

New weapon - scythe

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Gnat.9405

He was cool but he didn’t find his place until very late in the meta. Too late, in fact.

More Incentive to complete World Bosses

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Posted by: Gnat.9405

Gnat.9405

Yes, it’s insanity that all the most tedious content is the least valuable. Run CoF all day and you’ll make out better than a weeks worth of temple/boss farming. Sad world.

Scavenger Hunt - Suggestion - Antique Prefix

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Gnat.9405

It’s not a personal thing Ovredon, and I don’t even want a legendary, with the trash status it has. But I think legendaries that are in-game at the moment are not earned by skill. Of course people have made an effort for them, but that’s not a matter of skill.

“Legendary status” should be something you achieve by doing things others can not. This doesn’t necessarily involve 14 hours/day playing this game, it only requires being good at the game and it certainly shouldn’t involve a lottery, as you make your point.

I don’t criticize you personally, I critize the idea that you want to make legendaries ‘earned’ in the farm way instead of the challenge way a special something, while they obviously don’t have any reason to be better than the others. On the contrary, I think legendaries achieved through a scavenger hunt would be worth more than the legendaries there are now.

You say it requires will power to earn a legendary through farming, I think it requires mindlessness. That has nothing to do with laziness or selfishness. I’m not jaelous of people who have a legendary, I just think the people who got a legendary in that way don’t deserve it. I say, give them to altruistic and dedicated players, such as a lot of wvw commanders who work lots for their servers but often don’t get much for it (again I am not a commander, so I don’t want to claim a legendary).
If you think me lazy, selfish or jaelous, you’ve totally missed my point. It’s about the ethic of gaming.

You are making the right argument with the wrong words. I agree that acquisition of legendary weapons is a tedious process that is basically a culmination of every part of the game violently hurled at the player. It’s understandable that you would be frustrated by wanting a legendary but not having the time our resources to get one, if that is the case.

The thing you have to realize is that this is the way Arena net is, and the demand of time for reward has always been irrational. You also have to realize that there is a store that accepts your money, and whether or not you want to believe it, that will always be part of the deciding factor in a decision the developers make. The more tedious a goal, the higher possibility of you pouring real money into it, and at a glance it may seem unfair, but business is business. The balance to that system is the fact that this is not a pay to win game. You can achieve as much statistically in character development without spending a dime as the next guy who pours hundreds into the gem store.

More Incentive to complete World Bosses

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Gnat.9405

There are many events that go unmanned because it is simply not worth the trouble when you know you’re going to get bad rewards. Shadow Beast became popular when Final Rest was introduced. How about more exclusive skins from bosses?

Achievement Points

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Gnat.9405

Maybe if they introduce new legendaries this could be a part of their acquisition.

Standardized dungeon difficulty/reward ratio

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Gnat.9405

Fractals is a joke. It gives the illusion of progression with offering nothing but a massive sinkhole. Give epic areas that are as valuable to replay as oldschool elite zones from the original game.

Thief class suggestion

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Gnat.9405

Steal skill is one that is unnecessary, honestly, and only exist because they called the class the Thief.

Any thief that doesn’t make use of steal every time it’s off CD is either a new thief or a bad one.

I don’t disagree that it’s useful, I’m just saying that it isn’t necessary to set the thief apart from the rest of the classes.

New Maps

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Gnat.9405

I like the cottage/tavern idea. My biggest gripe with guild wars’ maps, even in the original game, was that they were too open. Sure it adds majesty to the area but dense zones add emotion to the adventuring aspect of map completion. How cool would it be to be traveling through a dense forest and come across a small cottage in the woods with a hole in the floor that leads to a massive underground cavern with encounters below?

Guy who made the Orr zones is out of his mind

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Gnat.9405

Maps also serve great purpose in WoW. That’s where you spend your time, in the field.

Guild wars has never emphasized the use of the actual map as an arena to play on, rather a medium from content to content. Take the original game for example. Every content encounter took place in an outpost. Even the missions that took you into the map gave you alternate versions of the map. GW2 tried to add quality to the map by introducing the event system, but since they offer no reward worth the input, it’s a poorly executed resource.

New Maps

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Gnat.9405

I would like to open up discussion about the various map terraformations that players would like to see. What landmarks would you like to visit in your adventures? What uncovered areas from the original game would you like to witness as it is revitalized 250 years later? Some ideas I have been hoping for:

Massive wooded area, dense forest/Jungle similar to Kurzick lands.
Vertical caves, with caverns hiding loot and encounters as you progress deeper.
Large indoor explorable regions, such as mansions, abandoned castles, etc.
Ruined cities of old, most notable the vibrant cities of Elona.

I’m looking forward to the opening of the Crystal desert and Ring of Fire. I’d love to see some ideas from others about what they hope to see in future patches.

Soulbound Precursor/Legendary

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Gnat.9405

No brainer. Add a more effective method of achieving them, and then make them untradable.

Achievement Points

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Gnat.9405

Considering these are basically infinite in quantity (frequent updates, daily/monthly achievements, alts, etc), why not have a shop where these points can be spent to buy armor, weapons, etc, similar to Karma.

Scavenger Hunt - Suggestion - Antique Prefix

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Gnat.9405

Your recognition will be the legendary.

I highly doubt they will release a scavenger hunt for the precursors that already exist.

First gen legendaries will be Grind Wars 2, and hopefully next gen will be full of content and purpose.

Thief class suggestion

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Gnat.9405

For example, I can steal a branch, a glass bottle, a pipe, and a cannonball and have 4 different skill bars activated through F1-4.

Thief class suggestion

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Posted by: Gnat.9405

Gnat.9405

I agree, this profession is trying to be the assassin without calling itself the assassin. It’s called the thief yet the Steal skill is one that is unnecessary, honestly, and only exist because they called the class the Thief. You can give the mechanic to any other profession and it will not set them apart from the thief, but only emphasize the wasted opportunity.

The thief should be similar to the Engineer/Elementalist in terms of weapon usage. Give a skill bar per item you steal, etc.

Guy who made the Orr zones is out of his mind

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Gnat.9405

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

How would you rate GW2 in contrast with GW1?

The main difference I see, as well as my group of friends that transitioned from years of GW1 to GW2 is the fact that the content in GW2 is SIGNIFICANTLY less replayable than that of GW1. Guild Wars 1 areas just had something about them that allowed you to easily lose yourself in running the same instance literally all day, and get the same satisfaction. Maybe it’s the risk/reward ratio in GW2 is way off. Maybe it’s the pure randomness of the loot possibility in GW1 instances. If I had to select a concrete reason, though, it would be that the runs in GW1 felt like a massive achievement upon completion whereas the combat mechanics of GW2 make every fight the same fight and take away from the overall experience of completing a dungeon, event, etc.

Also, the roles of players in GW1 was very important in end game material compared to GW2. In the past game, everyone came with a job to do – not exactly heal/DPS/tank, but an actual objective vital to the completion of a zone. In GW2, the classes are so balanced that you often feel as if you bring nothing to the group, and the problem is not your specific profession, because all professions have this equality. The ability for those particular 8 people with those particular 8 skills to come together and perform what that same group minus one could never accomplish. I loved being the Necromancer that allowed the spike to be successful, or the Ritualist that blocked the enemies from my group. In this regard, there was better congruency between professions in the first game that GW2 can never hope to achieve with its current system.

These are just a few things, I can go on if you’re interested.

bag of loot

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Posted by: Gnat.9405

Gnat.9405

Any mob that doesn’t ‘die’ drops these

Create a Mega Millions Lottery

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Gnat.9405

Mystic Forge

/thread

Guy who made the Orr zones is out of his mind

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Posted by: Gnat.9405

Gnat.9405

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

New Possibilities for the Thief

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Gnat.9405

I know a lot of people are going to flame this thread to the ground, but it’s worth a mention:

2 handed weapon possibility for the Thief to introduce a new combat playstyle besides burst.

I would imagine this weapon to be the staff, used as a bo staff for fighting. It could be an alternative to the Sword/X control play or just a non rapid-burst style, heavy hitting DPS.

The idea comes from the Avenger class from D&D, a cloaked, stealthy class with a large weapon and big hits. Any thoughts?

New weapon - scythe

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Gnat.9405

I was originally only going to put Necro but its unrealistic to expect that a single profession would get the weapon, so I listed the classes that have the most weapons as placeholders, really. I would just like to see a necro melee build that doesn’t involve daggers.

Race Change

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Gnat.9405

Why can’t people just forget about racechange? It likely wont happen, due to various complications. I don’t really see the point… make a new character… not like it takes that long to level up and regain what you had on another.

Well some people use the little time they have to devote to the game to advancing a single character. I have 3 80s, but now that I have significantly less time to play the game I would rather just play my Necro. Only problem is, I’m put off from playing him because he is Asura. There are a few technical things that could be a problem, such as personal story and armor, but it is easily mitigated. Change racial armor to the race which you are switching to, personal sotry, either have 0% progression or 100% progression to qualify. It isn’t difficult, I’m sure.

Race Change

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Posted by: Gnat.9405

Gnat.9405

Similar to makeover kit. Requires completion of personal story.

New weapon - scythe

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Gnat.9405

I chose to ignore that particular issue because it is not conducive to the discussion in terms of what a scythe weapon could offer. Bringing the issue of already used skins would quickly derail my topic.

Legendaries need proper stats for weapons

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Posted by: Gnat.9405

Gnat.9405

They need to drop the pretense and just put legendaries on the gem store.

New weapon - scythe

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Gnat.9405

That is an issue that I thought of and chose to ignore, honestly. The biggest disappointment is that the addition of these items as staves makes me believe that they obviously have no intention of adding scythes as actual scythes. It’s too bad. Maybe they could offer the ability to transmog scythe and staff skins interchangeably?

Going Forward

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Gnat.9405

One of the biggest problems I encounter (in all MMOs) is the lack of motivation to replay content with an alt. It’s just amplified in GW because there is so much mediocre content that it is literally not worth the time investment to do it over again. I think that is the biggest struggle the game is having, is making the content hold value once you achieve the ultimate reward from said content (i.e. dungeon sets, legendary weapons, rare skin, etc.).

The time and gold sinks are poorly designed because they bottom out quickly. This created the same problem that the original Guild Wars had, which was really with the economy. The hardcore players created an immeasurable gap in the economy from the casual players. Not to say that those working harder shouldn’t be rewarded greater, but the acquisition of sought after skins is just ridiculous if you don’t pour time or real money into the game, or get lucky on the forge. I think it’s safe to say that a player entering the game now has little chance of achieving a legendary weapon without massive frustration and unheard of commitment.

Guild Wars has always been a demanding game, in terms of time and grind, but the fact that the economy is worldwide makes it a dangerous business. The beginning of Guild Wars 1’s decline was initiated with the hunt for Underworld/FoW items. This created Shadow Form meta that plagued the game and destroyed any chance for the casual player to get a leg in with elite areas. Thankfully the design of GW2 does not allow for such a metagame to exist due to the baseline balance of classes.

I know I went off topic here but the fact remains that with the current direction of the game headed towards temporary content additions, it will be hard for a new player to become engaged or appreciate the value of being level 80. There is no real “end-game”.

Another major issue that will lead to the creation of a metagame is the design of fractal dungeons. From day 1, the fractals seemed like a lazy way to give players the illusion of progressive content while demanding unprecedented amounts of dedication to the dungeons to advance. All of these updates can be traced back to a theory of quietly shoving the gem store in your face with a “do allllll this stuff or just pay x dollars and you have it” which is a low blow for a game that wants to be so respected.

Going Forward

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Gnat.9405

That’s a really good point, actually. Now that you mention it I can see where a new player would feel unwelcome to every new piece of content. This Southsun story is a great example, but I think they are offering player scaling to the new events?

Correct me if I’m wrong.

Bone Dragon Staff Wars 2

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Gnat.9405

I don’t think that’s exactly close enough to dismiss the possibility.